In Real Life

Weekend Reader: Games, My Guardian Angel

It is hard to read of a young man, essentially homeless, spending Christmas alone in a games store and not feel a twinge of sadness. But it’s a memory more sweet than bitter to someone who considers games a lifesaver.


February 15, 2010
In Real Life

Why The Game Is The Thing, Even For Uncharted 2

Many have praised Uncharted 2: Among Thieves for its story and cinematics almost to the exclusion of its gameplay. But the latter is chiefly why it was one of 2009′s finest games, argues one writer.


February 8, 2010
In Real Life

On The Obligations Of Video Games

Steve Gaynor, a designer at 2K Marin, understands that he works in an entertainment field, and provides a product nonessential to basic human needs. That doesn’t mean video games – and their makers - have no obligation to the public.


February 1, 2010
In Real Life

Tacit Dissent: Why Great Characters Must Speak

The issue of silence in Half-Life or Fallout 3 has a long discussion history, but one critic doesn’t consider it a virtue. Stripping the voice from a main character is “a pathway into madness and schlocky conceits,” he says.


January 25, 2010
In Real Life

Product Or Media? The Intersection Of Games And Design

A director of design and an avowed “hardcore ludologist” ponders why the well constructed games he nominates do so poorly in design competitions, engaging a debate over whether games are a media or designed objects. But they’re both, he says.


January 18, 2010
In Real Life

Questions Of Faith: What Is Religion’s Role In Games?

Unsurprisingly, many game developers and publishers would rather stick a fork in a live power outlet than discuss religion in games, much less write it into a game with a role more complex than archetypal good-vs.-evil belief sets.


January 10, 2010
In Real Life

Comparing Two Games That Sell Themselves

Paid downloadable content and in-game advertising are two touchy issues in gaming discussions, and two recent releases have in a way brought both together, one more artfully than the other.


January 3, 2010
In Real Life

Explaining The Commitment To Duke Nukem — Forever

Why would anyone spend 12 years working on a single game, with no assurances it’ll ever be finished. It’s called “escalation of commitment” – a classic good-money-after-bad bargain, and a psychologist thinks it explains Duke Nukem Forever.


December 27, 2009
In Real Life

For The Goomba, What’s Their Motivation, Again?

Boss battles are critically important to most video game genres, providing climactic story points as well as the kind of challenge for which the game was bought in the first place. But what about the minor foes of a game?


December 20, 2009
In Real Life

The FPS: Where Freedom Isn’t Free

As game designers become more like film directors, the paths they lay out for players becomes increasingly scripted and, frankly, downright restricted. Still the illusion of freedom persists in this genre.